/* * Bullet.cpp * * Created on: 12.08.2012 * Author: Felix */ #include "Bullet.h" #include "../abstract/Character.h" #include "../util/Loader.h" #include "../util/ResourceManager.h" const Vector2i Bullet::SIZE = Vector2i(20, 20); const String Bullet::KEY_DAMAGE = "damage"; const String Bullet::KEY_SPEED = "speed"; /** * Places a bullet in the world. * * @param position World position of the bullet. * @param world Box2d world. * @param texture Texture to display for bullet. */ Bullet::Bullet(const Vector2f& position, b2World& world, Physical& shooter, float direction, const Yaml& config) : Particle(ResourceManager::i().acquire(Loader::i().fromFile("bullet.png")), PhysicalData(position, SIZE, world, CATEGORY_PARTICLE, CATEGORY_PARTICLE, true, true, true), config), mShooter(shooter), mDamage(config.get(KEY_DAMAGE)), mSpeed(config.get(KEY_SPEED)) { setSpeed(angle(direction), mSpeed); setAngle(direction); } /** * @copydoc Physical::onCollide */ void Bullet::onCollide(Physical& other, uint16 type) { // Make sure we do not damage twice. if (!getDelete()) { // Call onShot on other, with damage as param. if (type == CATEGORY_ACTOR) { Character& a = dynamic_cast(other); a.onDamage(mDamage); } setDelete(true); } } bool Bullet::doesCollide(Physical& other) { return &other != &mShooter; }